The Dragon Seducer
Main Role: Tank
Health, Magicka, Stamina
Weapon 1: One Handed And Shield
Dragonknight SkillVolatile Armor
Undaunted SkillInner Rage
Dragonknight SkillGreen Dragon Blood
Fighters Guild SkillRing of Preservation
One Hand And Shield SkillDefensive Stance
Assault SkillAggressive Horn
Weapon 2: One Handed And Shield
Dragonknight SkillIgneous Shield
One Hand And Shield SkillPierce Armor
Dragonknight SkillUnrelenting Grip
Assault SkillRetreating Maneuver
One Hand And Shield SkillDefensive Stance
Dragonknight SkillMagma Armor
|Light Armor||Medium Armor||Heavy Armor|
Gear and Item Set Info
All your armour should be glyphed to Health for this build.
4 Piece Footman
Momento of the Footman (Shield Play Enchant)
Momento of the Footman (Shield play Enchant)
Locket of the Footman (Reduce Spell Cost Enchant)
Guantlets of the Footman (Max Health Enchant)
4 Piece Seducer Set
Girdle of the Seducer (Reinforced) (Max Health Enchant)
Greaves of the Seducer (Reinforced) (Max Health Enchant)
Boots of the Seducer (Reinforced) (Max Health Enchant)
Sword of the Seducer (Defending) (Max Health Enchant) (Both Bars)
2 Piece Hist Bark
Shield of the Hist Bark (Reinforced) (Max Health Enchant) (Both Bars)
Cuirass of the Hist Bark (Reinforced) (Max Health Enchant)
2 Piece Undaunted Helm Set
This set can vary greatly. I rotate between Blood Spawn and engine guardian sets.
Either one of these (or any other) Undaunted sets will work for you as they all give unique bonus as long as they are either both heavy or one medium, one heavy.
Footmans sets gives you great armour resistance bonuses, health bonus. Perfect for a tank.
The Seducer Set is great for a DK because DK’s have some really great Magicka abilities that cost a lot. The Seducer will let you cast a lot more of these.
The two piece Hist bark is very beneficial because it gives you one more armor bonus to help us get closer to the Resistance Cap.
The Undaunted Helm set are just really fun to use and offer unique bonuses, so i switch them out depending on the situation.
WIth the above class/race/gear/skills you should be sitting at around 30k Health and 24k Stamina, which is sufficient for Tanking. I use purple tri stat food to give me large resource pools. This gives you a lot of resources to play with throughout the Fight.
RESOURCE MANAGEMENT: This is now a big thing as a tank. This build excels at resource management and does not rely on other players (such as Templars shards or repentence) for stam regen. Battle Roar is an awesome passive that gives you back large amounts of resouces when you cast an ultimate. When using the blood spawn helm you regen ultimate extremely quickly and can fill youre resources pools easily. Another source of stamina is casting Igneous Shield. This has a passive that regenerates 5% of your max stamina on every cast. it is a good way to convert extra magicka throughout the fight to Stamina. By using the seducer set you can also do most of your taunting with Inner Beast, so you don’t have to cast any stam abilities, you can save it all for blocking. Additionally, the Engine Guardian set is also great for getting resouces back.
The defensive stance ability reduces block cost and the two shield play enchantments coupled with the champion point reduction (which we’ll cover later) make it so your blocking costs so little you’ll never run out of stamina.
The important thing about tanking is mitigating damage away from your group members. With 30k+ armour and spell resist while using your Razor Armour this shouldn’t be a problem. You are also getting 10% block mitigation from a One Hand and Shield passive, 10% block mitigation from a DK passive, 12% block mitigation from the Footman set, and 8% block mitigation from the Fefensive Stance slotted passive. This caps you at 50% blocking damage mitigation.
Another important aspect of tanking is CC. I get people saying wow you made that fight easy all the time. I pick a spot in the room, start taunting the melee npcs and using the Extended Chains to pull in range npc. This puts all the trash in one part of the room so that the DPS can AOE them down in half the time. This is where the seducer set make a difference, you can cast your Chains a lot with this setup rather than just 2 or 3 times without it.
The last part of tanking, is support. I like to use abilities that support my teamates. That is why I put War Horn on my bar. If you choose the Aggressive War Horn morph you can nearly increase your groups dps by 10% for 30 seconds. That’s just stupid helpful. Additionally I choose the Pierce Armour taunt because ti does a major debuf to armour AND spell resist. with 30k+ armour buffed i feel the major debuff to enemies is better than the minor buff to myself.
Lastly, this is a build I use for tanking trials including the hardest one, sanctum ophidia. That is the reason why I have added ring of preservation. During some boys fights there are parts where the entire group will need to stand in this ring for an 8% damage mitigation. It will take practice and excellent resource management to be able to do this, very few tanks are able to pull this off and it will set you above the rest and allow your dps players to focus on dps.
Champion Point Tips
The Champion System can be used to tweak your own playstyle but there is one thing that i find really important. Under The Thief and specifically The Lover tree, put 15 points into Mooncalf and 15 points into Arcanist. This buffs your regen even more AND unlocks the 30 point passive in this tree which gives you 2 Ultimate every time you activate a synergy. This is so powerful because as a tank most of the synergizable spells will be cast on your feet so you get to take advantage of this. I always hit every synergy and can pop War Horns left and right boosting dps and finishing bosses quicker.
Another good one is under The Warrior and then The Steed line. Put ten points at minimum into Block Expertise so that you get the 10 point passive Invigorating Bash. This passive gives you a chance when you bash to heal you. As a tank you bash almost constantly sometimes so healing while interrupting other enemies spells is a huge plus. Off you can put 75 points into block expertise you unlock a passive that buffs your shield armor and spell resist rating which it’s very beneficial. So if you have the CP, do it. A few points into the Heavy Armour expertise will also give a noticeable boost to your armour, but don’t put more than 5 CP into that line beacause it has a very quick diminishing return and with the CP cap your points are better spent elsewhere.